Watching Out For Reviews (or anything else)

One of the things that frustrates me sometimes is the limited functionality of the author platform on Amazon. Sure you can log in and monitor things, see how many sales you have and check for reviews, but it’s a pain having to switch between the different local sites.

I think a lot of indie authors, especially in the early days, hang on every sale, and every review they get–these are like golden nuggets to treasure and celebrate because they’re signs that you’re making progress.

Well, being a curmudgeonly somewhat ex-techie, I decided I wanted a better way to spot these things as soon Continue reading “Watching Out For Reviews (or anything else)”

More SF architecture

It’s incredibly interesting to see the newest developments in nanotechnology. The research holds so much promise for development in materials’ science that the possibilities are almost boundless. Imagine for example, clothes (or even buildings!) that can never get dirty. Imagine super-strong, super-light conductors that could rewire electricity grids and make them fifty times more efficient. Or how about adaptive armor materials that could be strong light and flexible, and yet protect a soldier from a bullet–or a car’s occupants in a collision.

One of the fantastic possibilities in this area is the development of molecular self-assembly, where materials actually grow into objects”spontaneously” because they are designed to do that. We see this effect in nature in the formation of everything from chemical molecule to crystals and even entire galaxies, but now we’re on the verge of being able to control and shape these processes directly into creating things that are useful to us.

In Mathematics Of Eternity, I imagine a community of space-living humans who dominate the Earth from giant “Atolls.” These Atolls are not built in the traditional way, but instead are grown through a self -organizing process, much like crystals are created but on a much larger scale. The idea is that as the population of the Atoll increases, they would “bud” new areas to provide room for the extra people.

The new volumes would create themselves from a “seed” and a supply of the appropriate raw materials, forming chambers, walls, and basic infrastructure components such as ducts, walkway,s and partitioned spaces. Once the growth is complete, people and machines would move in and finish the process to make the space habitable. How much of the basic construction could be achieved this way? That’s hard to speculate on, but in my imagination I think something in the order of sixty percent.

I imagined the Atolls looking like a kind of futuristic snowflake, the growth process constantly being extended in multiple directions to maintain a balance to the structure, and each new section being grown on to existing sections. Here’s a render of what was in my head when I came up with the idea.

While much of this is fanciful, architecture as a whole is on the verge of an explosion of new ideas and concepts, only made possible through the use of these new materials. A few years ago almost no-one had heard of 3D printing and now not only can you buy small desktop versions for the same price as a computer but we also have the first 3D printed buildings.

Imagine the process as the crystalline buds grow, organizing themselves in to the shapes and forms needed to create a station in space. Swarms of robots, both at a macro level but also at the nano-scale, guiding and nurturing the process.The end result? A building, or a skyscraper, or a space station.

Perhaps my vision isn’t so far off after all.

Flying cars–finally!

It’s really exciting to see more developments on the flying car front and demonstrations such as the autonomous flight displayed by the Cormorant from Urban Aeronautics. For SF obsessed people like myself, the concept of flying cars has been a dream for at least the last fifty years. And who can possibly forget the Jetsons?

Unfortunately, reality has been a few steps behind the dream for quite a while. But now we’re on the verge of breakthroughs in materials technology, computational capability and lightweight power-sources hat will finally turn these symbols of the future into everyday conveniences!

From my perspective, this is not only something I’ve waited to see since being a kid. It’s also an idea that features heavily in my up-coming novel Mathematics Of Eternity, in which my lead character flies cabs in twenty-second century Baltimore.

In my future vision, flying cars–or aeromobiles as I call them–are common-place, partly for convenience, but also because coastal cities have been flooded to a greater or lesser extent, due to rising sea levels and as a result moving around on the ground is seen as a somewhat risky endeavor.

The first of the links above talks about some of the challenges involved with such vehicles. Don’t expect these to be controlled solely by humans. By necessity they will be semi-autonomous, with the drivers “guiding” them, but also paired with traffic management systems to cope with the mass of low level air-traffic. As well as avoidance systems within the vehicles, there would undoubtedly need to be some kind of centralized coordinating system to ensure safety of the vehicles themselves, as well as general safety of the populace. I envisage different control zones, where the cars are allowed to be more independent outside urban zones and more controlled over cities and dense population areas, in much the same way that we have more rigidly defined (and enforced) regulations covering regular cars at the moment.

What’s kind of cool to me, is that while I was working on my novel I came up with an idea of what my lead character’s cab might look like and to my eye, it’s not too different in configuration from the Urban Aeronautics Cormorant! Take a look:

In my design, I shrouded the turbines (thinking of safety in an urban environment) but, overall I think they have a similar layout. Also remember that the current designs being tested are really at the dawn of flying car technology. I’ve no doubt they’ll evolve significantly the way cars have. But at least we’re finally seeing the first steps to flying car heaven!

Bad SciFi Architecture, No Hyper-Twinkie…

Space is strange. Space is big–very, very big. It’s cold, it’s hot, it’s dangerous, it’s tranquil. It is everything and nothing. In short, it is so different from where we are now that only the noisiest of authorities would find it well received.

But above all else, scifi architecture is the strangest.

I’ve been doing some 3D modelling recently while putting together a trailer for my upcoming novel, and as a result I’ve been browsing a lot of concept art. There are some incredibly talented artists out there, but something that often baffles me is the vision of space architecture.

By that, I’m not talking about external ship design. We have no idea what such ships might look like–not having developed warp drive, hyperdrive, or any of the endless variants yet–so any guess is pretty much as good as any other (although most spaceships/starships will consist largely of fuel tanks and radiator fins, and as such are unlikely to have much in the way of pleasing aesthetics.) But when it comes to scifi interiors… Well, take a look at these:

The image on the left  is a Victorian era bedroom. Note the fancy arched doors, the ornate multilevel ceiling with complex carved wood and plaster detail. Can you imagine Continue reading “Bad SciFi Architecture, No Hyper-Twinkie…”

Blender Non-Destructive Panel Lines

I’ve been working on various models for my book trailer and have tried to find a good way of creating panel lines for projects such as spaceships. This can be done with materials, but I’ve had better luck creating physical detail rather than using texturing.

Up to now, the method I’ve used has been slow and cumbersome, but after recently going through a bunch of tutorials on adding this kind of detail, I’ve found a method that seems to work well (at least for me) and is non-destructive to the base mesh. So I thought I’ share it for anyone interested. This introduces more polygons, so may not be suitable for models intended for real time rendering, but works fine for still images or video/animation.

Personally I find that a clearly written set of instructions is much quicker to follow than a video tutorial, so here goes:

  1. Add lines(edges) on model where panels wanted (might be able to use existing edges depending on surface)
  2. Mark desired panel lines as “sharp”
  3. Add “Edge Split” modifier, uncheck Edge Angle
  4. Add “Solidify” Modifier. Adjust Thickness to taste, check Only Rim to avoid back facing polys
  5. Add Bevel modifier, Adjust Width and Segments to taste.

You can now add or change panel lines by marking/clearing sharp on edges! Also, this method would allow you to turn off the panels completely if needed for a particularly complex scene render.

Here’s a shot of the modifier stack (Click to enlarge):

And an example before/after shot (click to enlarge)

Thanks to the following people for their helpful  youtube tutorials:

Andrew Price

Jason Clarke

Dan Brown CGI